| Tilman Baumg=E4rtel on Mon, 27 Oct 2003 19:34:31 +0100 (CET) |
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| <nettime> Games-Modifications by artists |
Hi!
The following was written for the catalogue of the exhibition "Games:
Computerspiele von KünstlerInnen" (Games: Computergames by artists), that
is currently on display in Dortmund, Germany (URL:
http://www.hartware-projekte.de/programm/inhalt/games.htm). The piece is an
attempt to asses the significance of art works that take computer games as
a subject, and looks for historic precedessors.
Yours,
Tilman
Games-Modifications by artists
Tilman Baumgärtel
The spare parts store of the disused "Phoenix West" blast furnace plant in
Dortmund stands on the abandoned works premises like an impressive monument
to the industrial revolution. hARTware medien kunst verein will be holding
exhibitions on this site in the years to come. Hardly any other place could
present a more interesting contrast to the subject of our "Games"
exhibition. For while the vast warehouse is reminiscent of times when
gainful employment took place in factories on gigantic machinery for which
the spare parts were stored here, today's workplace is more often than not
just a computer with an Internet connection. Unlike the mechanical devices
of the industrial age, the computer allows its users to directly access,
modify and rework its inner functions. The works on show at our exhibition
all take advantage of the possibility of direct, cultural intervention into
the digital technologies that characterise our present day.
Another contrast to the work-centred location is the object chosen by the
artists for this intervention: computer games. The "games" that give the
exhibition its title may be regarded as prototypes of the post-industrial
period. They were testing out the new possibilities of "digital capitalism"
long before artists (just like companies, politicians and the rest of
society) discovered these possibilities for their own purposes. Computer
game developers can also lay claim to a pioneering role as regards
interface design and digital design.
The "Games" exhibition provides a synopsis of artistic works from the last
five years that focused on the complex subject of computer games, viewing
them both in terms of formal aesthetics and media but also as a social
phenomenon. The artists who made computer games the object or indeed
part of their work have thus entered a subject area whose significance is
still underestimated. The turnover achieved with computer games has long
surpassed that of the music and film industry, and computer gaming has long
ceased to be a teenage domain. In Germany, however, the computer game
debate is still restricted almost exclusively to the question as to whether
computer games make children and young people violent.
Our exhibition cannot counter such prejudices. What it attempts to show is
that computer games are more complex, multi-layered media than a knee-jerk
condemnation as "shooters" would care to admit. Anyone who takes an
open-minded look at computer games will quickly discover a number of
artistic and social aspects worthy of closer scrutiny. For many people,
games are the first contact with computers; many of those who grew up with
computer games later made computers and programming their profession or at
least became accustomed to the computer as a medium through games. Computer
games are still one of the most important motors for the ongoing
development of computers, with processors becoming ever faster and more
powerful. Computer games have also been the centre of gravity for vast
subcultures playing against each other through the Internet or at LAN
parties, internal network gatherings at which hundreds of players log in to
the same game. This is no meet-up of lethargic, isolated couch potatoes, as
common prejudice would have it, but rather of enthusiasts putting together
high-tech events on a voluntary basis and with great team spirit. Because
many games allow users to invent new levels i.e. self-made digital
environments including characters a fascinating scene of hobby producers
and designers has also evolved around computer games.
But computer games are equally interesting from the artistic viewpoint. Not
only do they following the technical evolution of the computer illustrate
various degrees of abstraction, from the almost non-representational early
classics such as "Breakout" or "Tempest", to the virtual photorealism of
today's arcade games.
The notorious "shoot-em-up games", above all "first-person shooters",
also and particularly have to do with representing perspective and
three-dimensionality questions that already preoccupied the inventors of
Renaissance perspective. Today, architects also use the game engines of
games such as "Unreal" or "Doom" as powerful CAD programs to add the
illusion of three-dimensional reality to their designs. The software of
these games has even been used to "shoot" short animation films. And if you
look open-mindedly at a game like the computer car race "Gran Turismo"
(which involves driving such tracks as the Monaco Ring or Downtown
Manhattan), it may occur to you to view this game as a form of activated
landscape.
With their combination of performance and moving images, sound and music
with interaction, they are also a contemporary form of the "dream of the
total art work" that unites images and music, architecture and narrative,
acting and choreography. Not for nothing are groups of specialists involved
in the production of many of today's games, groups that can even assume the
size of whole film crews.
By dint of their interactive operation, computer games also meet a number
of demands that have often been made on contemporary art ever since
happenings, and which have become particularly topical in connection with
current media art: they involve the viewer in the creation of the work and
allow him to examine the work in a very direct way that may even go as far
as independent further development. In terms of the way in which they are
marketed, they resemble multiples from the nineteen-sixties. Similar to
these serial objects, computer games allow you to take part relatively
inexpensively in advanced (pop) culture production.
Hence, it is no coincidence that some (media) artists have begun working
with computer games in recent years. The possibility of making
modifications to computer games ("mods" for short) has inspired them to
create their own versions of games that, in some cases, take the premises
of the games further and think them through to their logical conclusion
and, in others, explicitly contradict them. As such they differ from mods
created by fans, as these generally make do with redecorating the existing
game structures. But there have also been totally independent art games
that would not have been possible on the basis of existing games. A similar
approach can be observed behind direct manipulations of gaming hardware
that turn game consoles into autonomous image-generating machines.
While these works were born of an exploration of the computer as a medium
for making culture in the tradition of net art and software works from the
latter half of the nineteen-nineties, artists hailing from more traditional
fields of art such as painting or installation have also focused on
computer games. It was particularly important for us to incorporate such
works into the exhibition as well as they very often emphasise aspects of
computer games that are not perceived by works that are games themselves.
In a way, artist-made computer games follow on from works of
twentieth-century visual art that were also concerned with games. Remember
Öyvind Fahlström's "The Little General" pinball machine or Niki de Saint
Phalle's shooting pictures. But to the extent documented in the "Games"
exhibition, modernist artists have not been concerned with this key aspect
of our life in the past. At the same time, in his famous essay "Homo
Ludens" the Dutch historian Johan Huizinga convincingly expounded that
playing was the origin of all human culture, and hence of visual art.
Ironically, games had to achieve the high level of technology of
current-day computer games in order for artists to wish to explore this so
intimately related sphere.
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